FixedKubimate wrote:Bob's mods have changed colour codes for science packs, now it'sIt's an easy fix, I tried it myself - just swap icon names around... OR maybe not so easy, because you'll have to make it enabled only when bob's are detected
- YELLOW RED blue purple pink GREEN white
Search found 161 matches
- Wed Apr 11, 2018 4:20 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36226
Re: [MOD 0.16.x] MadClown01's Science
- Sat Apr 07, 2018 11:40 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
Oops - changed for next versionnpuldon wrote:Your mod settings toggle for fortification and equipment groups don't see to work in the off position. FYI
- Sat Apr 07, 2018 11:37 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36226
Re: [MOD 0.16.x] MadClown01's Science
Having a weird bug with making science packs from liquids. For some reason If I attach the pipes, then select the recipe (or change the recipe) the pipes don't link up. Picking up and replacing the pipes with the recipe in place fixes it and they work fine. Graphically and functionally you can see ...
- Thu Apr 05, 2018 10:52 am
- Forum: Mods
- Topic: [MOD 0.16.x] MadClown01's Nuclear Extension
- Replies: 97
- Views: 42257
Re: [MOD 0.16.x] MadClown01's Nuclear Extension
Interesting. Thanks for the report, not sure if it'll come up again after I release 1.2.0Northgate wrote:
Version 1.1.3 gives me this error. It wasn't there with version 1.1.0
- Sat Mar 31, 2018 8:17 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
How extremely odd - I can't figure out how to reproduce the error. Could you please send me your mod settings file?Helex288 wrote:I added the madclown's mods (processing, nuclear, science and extended for Angels) (playing Angels/bob game) and i got the below error:
- Fri Mar 30, 2018 4:04 am
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325614
Re: [0.16.x] Bob's Mods: General Discussion
That means that the sprite width isn't quite rightLight wrote:Well, this happened...
I think the name derpy tier is appropriate.
- Wed Mar 28, 2018 6:28 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36226
Re: [MOD 0.16.x] MadClown01's Science
Added to the todo listaklesey1 wrote:...
- Wed Mar 28, 2018 6:18 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 82065
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Nope, exploring new chunks is good enoughHellatze wrote:when i use this mod, do i have to make new game ?
- Wed Mar 28, 2018 12:00 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
If you disable the "Gem Cleanup" mod setting, then that error should disappear. I'll take a closer look later tonight.HorusOP wrote:Hi, I'm getting an error whenever i launch with your mod:
EDIT: Bug fixed
- Mon Mar 26, 2018 2:07 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 82065
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Thanks for the detailed report, will fix for next version.Jackalope_Gaming wrote:...
- Sun Mar 25, 2018 2:29 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
I like the way you think... Could make an interesting seablock plugin. The trick would be in developing a seawater processing chain that isn't too simple.pezzawinkle wrote:...
- Mon Mar 19, 2018 11:39 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
I'll consider itaklesey1 wrote:...
- Mon Mar 19, 2018 7:27 pm
- Forum: Releases
- Topic: Version 0.16.31
- Replies: 19
- Views: 15255
Re: Version 0.16.31
Surely they just directly entered mod_setting = 1/30 into the config fileMrGrim wrote:I must admit... how this one happened has me intensely curious.FactorioBot wrote: Bugfixes
- Fixed a crash when trying to set a mod setting value to 0.033333 repeating.
- Mon Mar 19, 2018 6:54 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
Hi, MadClown01 I like ur sluicing methods to get some resorces Can u add quartz ore as result for sand and alluvium sluicing, quartz is one of the most widespread elements on earth ;) Hi aklesey1 I'd like to - but if I add any more resources they won't show up on the gui, which people really don't ...
- Mon Mar 19, 2018 10:06 am
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
- Replies: 133
- Views: 82065
Re: [MOD 0.16.x] MadClown01's Extended AngelBob Minerals
Gambigobilla wrote:...
Thanks for the reports guys, bugs fixedsteinio wrote:...
- Sun Mar 18, 2018 7:13 am
- Forum: Angels Mods
- Topic: [MOD 0.16.X] MadClown01's AngelBob Locale Fixes
- Replies: 0
- Views: 1153
[MOD 0.16.X] MadClown01's AngelBob Locale Fixes
Description: Updates Vanilla & AngelBob locale to have consistent capitalization and naming conventions. Details: Name: Clowns-Locale Latest Release: v1.0.0, March 18th 2018 Factorio Version: 0.16 Download: Here Hello again! This mod brings the AngelBob package into coherence by adopting consis...
- Sat Mar 17, 2018 8:33 pm
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
Thanks heaps - fixed for next release.reinei wrote:...
- Sat Mar 17, 2018 8:18 pm
- Forum: Angels Mods
- Topic: [MOD 0.16.x] MadClown01's Science
- Replies: 63
- Views: 36226
Re: [MOD 0.16.x] MadClown01's Science
Thanks for the report, will fix asapjessefjxm wrote:Just found that new recipes of science pack don't support productivity modules This would be a really bad news compared to vanilla recipes
EDIT: Fixed
- Fri Mar 16, 2018 5:13 am
- Forum: Angels Mods
- Topic: [MOD 0.16] MadClown01's Processing
- Replies: 130
- Views: 88261
Re: [MOD 0.16] MadClown01's Processing
I don't think there's any new functionality for it that isn't covered already by other chemicals.aklesey1 wrote:Where Ammonium Chloride can be used what do u think?
- Thu Mar 15, 2018 7:23 pm
- Forum: Bob's mods
- Topic: [0.16.x] Bob's Mods: General Discussion
- Replies: 866
- Views: 325614
Re: [0.16.x] Bob's Mods: General Discussion
Hey bob! Any thoughts yet on how to use Thorium that you've added? I guess my real question is: How's the progress on what will probably be a new mod for nuclear power remake. If you have thorium and need a use for it, I've got a mod that adds a thorium fuel cycle here https://mods.factorio.com/mod...